Guides
Safety Protocols
Salvage Union takes place in a post-apocalyptic setting, and is intended for mature audiences. It explores a variety of themes and topics that may make some readers uncomfortable. These include exploitation, authoritarianism, violence, anxiety, death, mental illness, poverty, and trauma.
Whilst these themes each carry a heavy weight with them, it is important to note that the game is meant to be played as a cooperative and fun experience through the improvisational means of a tabletop roleplaying game. No one should be forced to deal with any topics that they may find distressing or would cause any real conflict between players at the table.
These topics are presented as part of the world, but the intent is not to have you as either a player or the Mediator revel in them or use them to engage in fantasies that others playing with you find distressing.
The themes of authoritarianism and exploitation are presented as abhorrent, and are not intended to be glorified in any way, shape, or form. This game is not for fascists, or anyone else who holds any hateful beliefs.
The following Safety Protocols are intended to help facilitate a positive experience for everyone at the table.
Boundaries
Before you begin the game, ask the players in your group to let you know if there is any subject matter that is sensitive for them. You can use these categories to help create boundaries for your game's content.
Out of Bounds
If something is out of bounds, this means you should not use it in your game. For example, if a player says graphic descriptions of torture are out of bounds, everyone in the group should agree to not use that subject matter in the game. Things that are out of bounds should not be discussed or brought during the game.
Off Camera
There are some topics that might be okay to include within the game, but not in detail. In this case, you should reference these events indirectly or metaphorically, as if they are happening off screen, in the background.
For example, if a player is uncomfortable with detailed descriptions of blood and gore, you might describe a group of wastelanders being massacred by a rampaging Mech, with the grim sounds of metal and shouting in the background.
Or, some groups may want to explore sexual relationships between characters within the game, but would want things to fade to black during any actual scene involving intercourse.
Some players may realise something is out of bounds only when they hear it. If you notice a player is uncomfortable during a game, ask them if they are okay to keep playing before continuing.
Stop Sign
Players can use a STOP SIGN to signal when something makes them uncomfortable, or when they need to pause the game.
The STOP SIGN can be anything your group agrees to use. It can be a verbal cue (like a safe word), a gesture, or a card that you hold up.
If someone uses a STOP SIGN, pause the game to find out why by talking to each other out of character. Listen to other players if they need to set a new boundary, and respect the boundaries of other players in your group.
A player can use a STOP SIGN at any time within the game, and does not need to justify its use.
Guide
Salvage Union Workshop ManualPage 12
Create a Pilot
Follow these steps to create your Pilot character for Salvage Union.
Fill out your Stats
Make a copy of the Character Sheet on p. 24; your Pilot starts with 10 Hit Points, 5 Ability Points, and 6 Inventory Slots.
Full details on Pilot Stats can be found on p. 20.
Choose your Pilot Class
There are six core Pilot classes; Engineer, Hacker, Hauler, Salvager, Scout, and Soldier.
Each is differentiated by the different Ability trees they can pick from. Abilities are the unique actions a pilot can make in the game. Your Pilot starts with 1 Ability of your choice.
The Salvager is an exception. As a 'jack of all trades' Class, they can pick from any of the Core Ability trees. However, they can never advance beyond them.
Pilot Classes can be found from p. 26 to p. 77.
Choose your first Ability
You may choose one Ability from your Pilot's trees during character creation. Abilities must be chosen in consecutive order, so you cannot choose a second level Ability unless you have the first Ability in the tree.
Select Two Pilot Equipment
You may choose two pieces of Tech 1 Pilot Equipment from the list. Note these in your inventory.
Pilot Equipment can be found from p. 78 to p. 87.
Choose your Callsign
Your Pilot's Callsign is the name everyone on the Union Crawler refers to them as. It is typically a nickname, but can be their actual name. Pick or roll on the Callsign Table, or have everyone else at the table choose one for your Pilot based on their impression of them. Callsigns may also change in play in this manner.
ROLL THE DIE:
| (1 - 4) | (5 - 8) | (9 - 12) | (13 - 16) | (17 - 20) |
|---|---|---|---|---|
| 1: Sparkles | 1: Candyman | 1: Vapour | 1: Curly | 1: Twitch |
| 2: Apex | 2: Gremlin | 2: Urchin | 2: FANG | 2: Airtime |
| 3: Boomer | 3: Pyro | 3: Commodore | 3: Driftwood | 3: Bubbles |
| 4: Doctor | 4: T-BAR | 4: Viper | 4: Turtle | 4: Razor |
| 5: Poptop | 5: Whipsaw | 5: Shinji | 5: Coyote | 5: Sandbag |
| 6: Flatline | 6: Swamp Fox | 6: Roach | 6: Warlock | 6: Judge |
| 7: Oilslick | 7: Tickles | 7: Silverback | 7: Scarecrow | 7: Momma Bear |
| 8: Poacher | 8: Teapot | 8: Chuckles | 8: Husker | 8: Pumpkin |
| 9: Redbeard | 9: Hotdog | 9: Fingers | 9: Codebreaker | 9: Kujo |
| 10: Taxman | 10: Slippy | 10: Voodoo | 10: Doughboy | 10: Aurora |
| 11: Bingo | 11: Roughhouse | 11: Stumpy | 11: Ironsides | 11: Ducky |
| 12: Goose | 12: Spitfire | 12: Fencepost | 12: Highlander | 12: Flea |
| 13: Trigger | 13: Blackjack | 13: Casper | 13: Stainer | 13: Big Nasty |
| 14: Socrates | 14: Bunny-Ears | 14: Whistler | 14: Bone-Saw | 14: Coma |
| 15: Emu | 15: Sandman | 15: Pickle | 15: Biscuit | 15: Wedge |
| 16: Zipline | 16: Laserburn | 16: Starbuck | 16: Catfish | 16: Widowmaker |
| 17: Scorpion | 17: Warbird | 17: Fatcat | 17: Big Dusty | 17: Meatpie |
| 18: Jester | 18: Dipstick | 18: Ruffles | 18: Dingle | 18: Rattler |
| 19: Smudge | 19: Wingnut | 19: Maverick | 19: Sidewinder | 19: Neutron |
| 20: Redeye | 20: Roulette | 20: Thumper | 20: Lumpy | 20: Iceman |
Choose your Background
Your Pilot's Background is where they came from before they joined the Union Crawler. They may have been a wastelander, a member of the corpos, a wanderer, or even a born salvager. If a Pilot takes an action that aligns with their Background they may re-roll the dice on the action, accepting the second result. This Ability can be used once, a Pilot regains the use of this Ability following Downtime.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Prodigy: You were blessed at a young age with exceptional skill and talent, and have chosen to offer that to the Union. |
19 | Tech-Head: You grew up with a passion and aptitude for all things technological, which you may have honed in a wasteland settlement or as part of a corpo, until you joined the Union. |
18 | Criminal: You were part of the criminal underworld, perhaps as part of the corpo undercity or a criminal network of wasteland settlements. |
17 | Hermit: You are a wasteland loner who has managed to survive on your own. Until now. |
16 | Entertainer: You were an entertainer, perhaps you worked in a corpo nightclub or travelled with a troupe around the wastes. |
15 | VIP: You are a very important person, perhaps a famous video reel star or an ace pilot. |
14 | Cultist: You were part of a fanatical religious group in the wastelands, such as the Cult of Ascension. |
13 | Miner: You were a pit worker, labouring deep in the mines, probably for a corpo. |
12 | Researcher: You were a scientist who studied old tech, alien tech, and other mysteries of the wastes hoping to develop new blueprints and make amazing discoveries. |
11 | Corpo Exec: You were a corpo exec at the top of its hierarchy, but something caused you to abandon the corpo and the luxurious life it gave you. |
10 | Mercenary: You were a fighter for hire who worked for salvagers, corpos, and anyone else who would pay. |
9 | Survivor: You survived a traumatic experience at an early age that shaped you, perhaps a raider attack or a corpo forced labour raid. |
8 | Trader: You were a trader, perhaps you worked alone, for your own crew, or as part of a corpo. |
7 | Freelancer: You were a worker who roamed the wastes, looking for any work you could. |
6 | Corpo Exile: You were a prominent corpo who was exiled from your arcology for some digression. |
5 | Colonial War Veteran: You fought in the colonial wars between the TDA and the corpo colonies. |
4 | Born Salvager: You were born on the Union Crawler, and it is all you've ever known. |
3 | Raider: You used to be part of a raider band in the wastelands. |
2 | Corpo Worker: You worked for one of the corpos, perhaps in an arcology or satellite base. |
1 | Wastelander: You used to live in the wastelands, in one of the many scattered settlements. |
Choose your Motto
Your Pilot's Motto is a phrase they happen to be fond of using. They may say this phrase, as a Free Action or Reaction, at a time during the game that feels appropriate, and another Pilot may re-roll the dice, accepting the second result. This Ability can be used once, a Pilot regains the use of this Ability following Downtime.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Feel the fear and do it anyway. |
19 | The grass is greener where you water it. |
18 | Carpe diem. |
17 | Salvagers know nothing is truly lost. |
16 | Call me, or screw it up yourself. |
15 | It is not a bug, it is a feature. |
14 | Be kind, for everyone you meet is fighting a hard battle. |
13 | Failure is the mother of success. |
12 | No job too big. |
11 | Mechs are not built in a day. |
10 | Those who have a why can bear any how. |
9 | Everything is impossible until it is done. |
8 | Do your best! |
7 | An ounce of prevention is worth a pound of cure. |
6 | Success is the best revenge. |
5 | Hope for the best and prepare for the worst. |
4 | From each according to their ability, to each according to their needs. |
3 | Knowledge is power, France is Bacon. |
2 | The early bird gets the worm. |
1 | Live and let live. |
Choose your Keepsake
Your Pilot's Keepsake is an item that is personal and important to them. It could be an old photograph, a childhood bobblehead toy, or a music mixtape from an old sweetheart. Consider why this Keepsake is important and what it means to your Pilot. If a Pilot takes an action that aligns with why their Keepsake is important to them, they may re-roll the dice on the action, accepting the second result. This Ability can be used once, a Pilot regains the use of this Ability following Downtime.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Peach Lipstick |
19 | Pack of Smokes |
18 | Harmonica |
17 | 22-year-old bottle of Whiskey |
16 | Cloth Patch |
15 | Heart-shaped Purse |
14 | Silver Pendant |
13 | Set of novelty dice |
12 | Branded Cup |
11 | Leatherbound Journal |
10 | Lucky Tooth |
9 | Butterfly Earrings |
8 | Scuffed Book |
7 | Walkman |
6 | Polaroid Picture |
5 | Bobblehead |
4 | Snowglobe |
3 | Dog Tags |
2 | Pre-War Handheld Console |
1 | Stuffed Toy |
Choose your Appearance
Briefly describe the appearance of your Pilot, and consider their gender and pronouns. Are they alluring, fancy, glamorous, tall, stocky, sloppy, or intimidating? Do they have any iconic features such as scars, wildly spiked hair, a mischievous grin, or crooked teeth? What type of clothing do they wear? Do they go by she, he, they, or something else?
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Quaint |
19 | Cute |
18 | Colourful |
17 | Petite |
16 | Rosy |
15 | Squat |
14 | Graceful |
13 | Thick |
12 | Wiry |
11 | Tattooed |
10 | Plump |
9 | Quirky |
8 | Muscular |
7 | Slender |
6 | Lanky |
5 | Sloppy |
4 | Fancy |
3 | Intimidating |
2 | Alluring |
1 | Stocky |
Guide
Salvage Union Workshop ManualPage 18
Create a Mech
Follow these steps to build your starting Mech in the Mech Workshop.
Gain Scrap
You start with 20 Tech 1 Scrap. You will use this Scrap to craft your first Mech. This is built out of a Tech 1 Mech Chassis and any number of Tech 1 Systems and Modules installed on the Mech Chassis.
Any spare Scrap you have after this can be stored in your Union Crawler and be used later on in the game.
Full details on The Union Crawler can be found on p. 212.
Craft your Mech Chassis
Craft a Tech 1 Mech Chassis of your choice from the Mech Chassis Blueprints list. This costs an amount of Tech 1 Scrap equal to its Salvage Value as per the normal crafting rules. For example, a Mule has a Salvage Value of 7 so would cost 7 Tech 1 Scrap to craft.
Mech Chassis can be found from p. 100 to p. 159.
Note down your Mech's statistics
Your Mech has a set of statistics unique to its Chassis. This includes its Structure Points, Heat Capacity, Energy Points, System Slots, Module Slots, Salvage Value, Type, and Chassis Ability.
Note these down on your Mech Sheet.
Details on these can be found on p. 96.
Craft your Systems
You now craft Tech 1 Systems from the System Blueprints list to install on your Mech. Each System costs its Salvage Value in Tech 1 Scrap to craft, as per the normal crafting rules. For example, a Locomotion System has a Salvage Value of 2, so costs 2 Tech 1 Scrap to craft. A Mech can only install as many Systems as it has System slots. Note these down on your Mech Sheet.
The System list can be found on p. 162.
Craft your Modules
Next, you may craft Tech 1 Modules from the Module Blueprints list to install on your Mech. Each Module costs its Salvage Value in Tech 1 Scrap to craft, as per the normal crafting rules. For example, a Comms Module has a Salvage Value of 1, so costs 1 Tech 1 Scrap to craft. A Mech can only install as many Modules as it has Module Slots. Note these down on your Mech Sheet.
The Modules list can be found on p. 188.
Choose your Quirk
In addition to the Systems and Modules you have installed in your Mech, you can also give it a unique Quirk that will make it stand out from other Mechs. For example, their comms and sensor array could look like rabbit ears or they might make beeping noises when being operated. Either roll on the Quirks Table below or create one yourself.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Hydropneumatic suspension system for a smooth ride |
19 | 'Falcon Wing' door design |
18 | Unusual cockpit location |
17 | Reactor emits a green glow |
16 | Smells like a wet dog |
15 | Small organic growths |
14 | Exterior fluctuates in colour |
13 | Vibrates frequently and intensely |
12 | Secretly emits radio waves |
11 | Occasionally sparks electricity |
10 | Creaking and stiff joints |
9 | Cockpit has far, far too many buttons |
8 | Drips coolant and oil |
7 | Rudimentary AI personality |
6 | Vestigial parts attached |
5 | Inexplicably always sticky |
4 | Makes a 'pew pew' sound when used |
3 | Incredibly loud, grinding gears |
2 | Fumes smoke |
1 | Flashing RGB lights |
Describe your Mech's Appearance
Describe the appearance of your Mech. The Mech Chassis is simply an example of the Mech in its stock form before a salvager gets their hands on it. Your Mech can take on any appearance that you can imagine.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | The Meld, sleek, oily black |
19 | Radioactive green exterior |
18 | Super sleek with neon lights |
17 | 'Steampunk', whirring gears, bronze parts |
16 | Animalistic with fangs, claws and wings |
15 | Industrial and utilitarian |
14 | Overgrown with plants and vines |
13 | Covered in stylised graffiti |
12 | Grizzly, covered in skulls and viscera |
11 | Spiky bits |
10 | Covered in camo and foliage |
9 | Draped in cables |
8 | Luminous paint job |
7 | Fantastical, glowing carved runes |
6 | Furry exterior |
5 | Garish paint job with spinning gears |
4 | Misshapen and lumpy |
3 | Rusty and dilapidated |
2 | Grizzly, bloody markings |
1 | Flashy, bright, vibrant, paint job |
Give your Mech a Pattern Name
Finally give your Mech a unique pattern name that marks it as your own creation. This could be something like 'Butcher', 'Slinky', 'Bullseye', or 'Roach'. For example: if you built a Mule with Zoom Optics and a Red Laser, you might want to call it a 'Bullseye Pattern Mule'.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Queen Bee |
19 | Technicolour Dream Warrior |
18 | Ladybug |
17 | Diva |
16 | Hoopster |
15 | Tickle Monster |
14 | Disco Inferno |
13 | Ironclad |
12 | Warhammer |
11 | Reaver |
10 | Banana Split |
9 | Giggle Bot |
8 | Blossom |
7 | Harlequin |
6 | Hog |
5 | Big Daddy |
4 | Manticore |
3 | Reaper |
2 | Moonbeam |
1 | Bullseye |
Guide
Salvage Union Workshop ManualPage 94
Create a Crawler
Once all players have created their Pilot and Mech, the final step is for everyone to create the Union Crawler they share.
Your Union Crawler is a huge and sprawling Mech, effectively a walking settlement. A Tech 1 starting Union Crawler is about the size of a small village whilst the largest Crawlers are the size of cities.
Choose a Crawler Type
Your Crawler type provides a unique Ability that only it can do, as well as a special NPC who resides on the Crawler and confers their own bonuses. You can choose from the following list.
Crawler types can be found from p. 216 to p. 217.
Note down your Crawler statistics
Your Crawler has a set of statistics based on its Tech Level. This includes its Structure Points, Upkeep, and Upgrade cost.
Note these down on your Crawler Sheet.
Details on Crawler Stats can be found on p. 218.
Choose Weapons Systems
A Union Crawler can mount Weapons Systems in its Armament Bay. To start, these can be any Tech 1 Weapons System of the players' choice. Most crawlers mount one; the Battle crawler can mount two.
Note this down on your Crawler Sheet.
The System list can be found on p. 162.
Name the Crawler's NPCs
The Crawler is made of a number of Bays. Each Bay has an NPC assigned to it based on their experience and skill in operating the Bay. You can flesh them out with a Name, Background, Keepsake, and Motto. Each has 4 HP.
The Crawler Bay list can be found on p. 221.
Give your Crawler a Name and Number
Provide your Union Crawler with a unique name and tag. For example, Crawler #132 is also known as 'Tin Lizzy'. Note these down on your Crawler Sheet.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Junker |
19 | Perseverance |
18 | Bastion |
17 | Slogger |
16 | Moocher |
15 | Wanderer |
14 | Fat Turtle |
13 | Dumpy |
12 | Waste Grinder |
11 | Phobos |
10 | Tenacity |
9 | New Apollo |
8 | Tranquillity |
7 | Lean Viper |
6 | Sanctuary |
5 | Tin Lizzy |
4 | Archipelago |
3 | Calypso |
2 | Juggernaut |
1 | Big Smoke |
Guide
Salvage Union Workshop ManualPage 212
Upgrading your Union Crawler
Union Crawler Tech Levels
If you pay the Upkeep on your Union Crawler in full, the amount of Upkeep you spend goes towards your Upgrade Pool. When the Upgrade Pool reaches the Upgrade Value of your Union Crawler, you may choose to upgrade it. When upgraded, it will boost the Tech Level of Union Crawler to the next Tech Level, and give it all of the new statistics. Many of your Bays will now be able to support wider functions based on the new Tech Level of your Union Crawler, for example, your Crafting Bay may craft anything of its current Tech Level or lower.
You may also spend additional Scrap towards your Upgrade Pool during Downtime if you wish to accelerate the process. However, be careful, as upgraded Union Crawlers cost more Upkeep to maintain.
The upgrade process takes one week. At the end of that week your Union Crawler is upgraded to the next Tech Level. This is intended to make it ready for your next Downtime.
Guide
Salvage Union Workshop ManualPage 218
Crawler Downtime
When Pilots return to the Union Crawler, this begins Downtime. Everything you do within Downtime on your Union Crawler is assumed to be happening at different times, and overlapping with one another within the narrative. However, for the sake of simplicity at the table, follow these steps to structure Downtime so you do not miss anything crucial.
In terms of session structure, split these into post-session and pre-session procedures.
Post-Session
Tally Salvage
When you return back to the Union Crawler the first thing you should do is tally your salvage.
If you want to keep any Mech Chassis, Systems, or Modules that you return from the wasteland with, note these down on your Union Crawler Sheet.
You may also store any Pilot Equipment you wish to keep in your Armoury. Note these down on your Union Crawler Sheet.
All other Mech Chassis, Systems, and Modules are converted into Scrap equal to their Salvage Value of their Tech Level. Note down this Scrap total on your Union Crawler Sheet. As Scrap can be used to craft Mech Chassis, Systems, or Modules on a one-to-one basis you are effectively creating a pool to build from.
Upkeep & Upgrade
Next, pay the Upkeep Cost of your Union Crawler and resolve any effects of not paying Upkeep from your Scrap pool.
Then update your Upgrade Pool with the amount you paid in Upkeep. You may choose to add additional Scrap to the Upgrade Pool at this stage as well. You can also do this later as fits.
In the Union, paying Upkeep is also called 'paying your dues'.
Restore your Mech & Pilot
Your Mech's Structure Points and Energy are fully restored during Downtime. Your Mech's Heat also reduces to 0. Note this down on your Mech Sheets. If any Mech Chassis, Systems, or Modules are damaged, they are repaired to the Intact Condition during Downtime as long as they are of a Tech Level equal to or lower than your Union Crawler.
During Downtime, your Pilot heals their HP and Ability Points to full. If you have access to a higher Tech Level Med Bay, your Minor and Major Injuries can heal as well. Note this down on your Pilot Sheet.
Trade
Roll to find out what is available to trade this Downtime. You can also trade scrap in your Trading Bay.
Craft Mech Chassis, Systems, and Modules
You can craft new Mech Chassis, Systems, and Modules in your Crafting Bay during Downtime. There are no restrictions, except for the amount of Scrap you have, on how much you can build during Downtime.
Customise your Mech
You can Mount or Dismount any number of Systems and Modules onto your Mech Chassis, or replace your Mech Chassis with a new Mech Chassis. Anything you do not use goes into the Storage Bay.
Train your Pilot
Your Pilot gains a Training Point through training during Downtime. They may choose to spend Training Points to train a new Pilot Ability. If they have taken all their Core Class Ability, they may choose from their Advanced Abilities or train into one of the Advanced Pilot Classes.
Full details on the Crawler Pilot Bay can be found on p. 223.
Obtain Pilot Equipment
Each Pilot may choose a piece of Pilot Equipment from the Armoury during Downtime of the Tech Level of the Crawler or lower. You may only pick one piece each.
Pre-Session
Gather Cantina Rumours
You can use your Cantina to find out information about the wider wastelands. Unique NPCs on board may be useful as well, to tell you about what is happening in the world. Each Pilot may gather a single rumour each which will be provided by the Mediator.
Prepare for the next Salvage Run
As a group, you choose the direction you want the Union Crawler to travel in for your next expedition into the wastelands. In addition, you can use your Command Bay to find out more information about the intended destination and prepare your Mechs and Pilots for the next foray. At this point, you can also choose the Mech you want to take into your next journey into the wastes.
Guide
Salvage Union Workshop ManualPage 227
Pushing a Mech
Mechs are designed to eke out every inch of their reactors by being able to Push them.
Pushing to Re-Roll
The main Push effect all Mechs have access to is Pushing to re-roll. This represents straining the Mech's reactor, to Push as much power as possible out of it and direct that power towards whatever the Pilot is trying to achieve.
After rolling the die for an action, Ability, or attack, but before the Mediator describes the effects or consequences of the roll, you may choose to Push and re-roll the die. You must accept the second result of the die, and it cannot be Pushed further.
Risks of Pushing
Pushing is risky, as it overheats your reactor, which can result in your Mech being forced to Shutdown in the heat of battle, damaging Systems or Modules, or even being destroyed. When you Push your Mech it gains 2 Heat and you must make a Heat Check.
The action or attack roll is always resolved regardless of the result of the Heat Check. For example, if you Push an attack that hits, but the Heat Check result destroys your Mech, the attack still hits and deals damage as normal.
You may not Push your Mech if the amount of Heat gained from Pushing would make you go over your Mech's Heat Capacity. For example, a Mech with a Heat Capacity of 10 on 9 Heat cannot Push, as this would bring them over their Heat Capacity.
Multiple Pushes
Once a roll is Pushed you cannot Push it again. However, there is no limit beyond Heat on how many separate times you can Push different rolls in any particular round. For example, if you have a way to make multiple attacks, each of them can be Pushed.
There are additional Push-like effects in the game that can only be accessed from specific Systems, Modules, or Abilities your Mech has access to. These allow you to Push for different effects such as increasing damage or enabling your Mech to make an additional move action. You may stack various Push effects, but cannot apply the same effect twice to a single roll. For example, you can Push to increase the damage of an attack and Push to re-roll the die of the same attack, but cannot Push to increase the damage of the same attack twice.
Only Mechs can Push rolls unless otherwise stated. Pilots cannot Push rolls.
Push Procedure
-Roll the Die.
-Re-Roll the die if you decide to Push. Accept the result of the second roll.
-Resolve all of the effects of the roll.
-Increase your Heat by 2 and roll your Heat Check.
-If the Heat Check fails, roll on the Reactor Overload Table and resolve this effect.
Guide
Salvage Union Workshop ManualPage 233
Heat
Heat is generated by your Mech as you perform various actions. Firing weapons with the Hot Trait can generate Heat, using certain Systems and Modules such as a VTU can generate Heat, certain attacks against you may generate Heat, and Pushing also generates Heat.
You cannot activate an Ability or use a weapon that generates Heat if this would take you over your Heat Capacity. For example, if your Mech's Heat Capacity is 10 and you have 9 Heat and wish to fire a weapon that generates 2 Heat you cannot do so as it would take you over your Mech's Heat Capacity.
Heat Check
You must make a Heat Check when you Push your Mech. You also must make a Heat Check if your Mech reaches its Heat Capacity or starts the turn at Heat Capacity.
To make a Heat Check, roll a d20. If the result is equal to or under your Mech's current Heat, your reactor has overloaded. A roll of a 20 is always a success, as your Heat Capacity can be higher than 20. You must roll on the Reactor Overload Table p. 235 to see what happens to your Mech. This can result in your Mech shutting down, losing Systems or Modules, or even being destroyed.
You should add any Heat to your Mech as a result of using any Systems, Modules, or Abilities before you make the Heat Check. For example, if you shoot a Red Laser which has the Hot (1) Trait and decide to Push the roll, you gain 1 Heat from the Red Laser and 2 Heat from the Push. You should then make the Heat Check.
If making multiple attacks in a single turn, resolve them each separately. For example, if you were to fire the Red Laser twice, resolve each attack and any Pushes separately, then move onto the next.
Reactor Overload Table
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Reactor Overdrive: Your Mech's reactor goes into overdrive. Your Mech can take any additional action this turn or Push their next roll within 10 minutes for free. |
11-19 | Reactor Overheat: Your Mech's reactor has overheated. Your Mech shuts down and gains the Vulnerable Trait. Your Mech will re-activate at the end of your next turn. In addition, your Mech takes an amount of SP damage equal to your current Heat. |
6-10 | Module Overload: One of your Mech's Modules chosen at random or by the Mediator is destroyed. |
2-5 | System Overload: One of your Mech's Systems chosen at random or by the Mediator is destroyed. |
1 | Reactor Overload: Your Mech's reactor goes into full meltdown and explodes. Your Mech, as well as any mounted Systems, Modules, and all Cargo, is destroyed in the explosion. Everything in Close Range of your Mech takes SP damage equal to your Mech's Maximum Heat Capacity. They may take any Turn Action or Reaction in response to try to avoid this. Your Pilot dies unless they have a means to escape. The area your Mech was in becomes Irradiated |
Venting Heat
To reduce your Mech's Heat, you must fully shut it down and rest for 1 hour as a Long Action. If you do this it resets its Heat back to 0 at the end of the hour.
Whilst Shutdown, a Mech cannot take any actions and gains the Vulnerable Trait meaning it automatically takes 2× damage from any attacks against it that hit.
Some Systems and Modules, such as Heat Sinks and Coolant Flow Manifolds allow you to increase the Heat capacity, or vent Heat more efficiently on your Mech.
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Activating and Shutting Down a Mech
Activating a Mech
A Pilot in a Mech's cockpit can activate it as a Turn Action. The Mech takes that turn booting up, and it will be active at the start of the Pilot's next turn. A Mech also takes a Turn Action to Shutdown.
The majority of Mechs take one Pilot to control who has to use all of their concentration to control them and cannot take other actions whilst controlling their Mechs.
Embarking and Disembarking from a Mech
Under normal conditions, Embarking or Disembarking from a Mech takes up a Pilot's movement for the turn. They may still act on a turn they Embark or Disembark.
If they wish to Embark or Disembark in an emergency situation or as a reaction they must use a System or Module with the Escape Trait which typically uses a Turn Action.
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Mech Damage
When a Mech is successfully hit by an attack, reduce its Structure Points according to the damage of the weapon. For example, if a Scrapper Mech with 9 Structure Points is hit by a Red Laser which deals 3 damage, reduce its Structure Points to 6.
If a Mech is reduced to 0 Structure Points, roll on the Critical Damage Table to determine what happens to it. It can lose Systems or Modules, or even be destroyed. A Mech's Structure Points can only be reduced to 0 SP and can never go into negative values.
If your Mech is destroyed, your Pilot dies with it; unless they can escape. Mechs are usually installed with some form of escape mechanism which allows the Pilot to attempt to escape a Mech in the event it is destroyed. The standard type is the Escape Hatch System.
Mechs are behemoth armoured structures. If a Mech is hit by any weapon that lists HP damage in its profile rather than SP damage, such as a Pistol or Rifle, it takes half that damage.
Critical Damage Table
Roll on this table when your Mech reaches 0 Structure Points. In addition, you can roll on this table to see what happens if a Mech suffers significant critical damage within a narrative situation in game.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Miraculous Survival: Your Mech is somehow Intact. It has 1 SP and is still fully operational. Your Pilot is unharmed. |
11-19 | Core Damage: Your Mech Chassis is damaged and inoperable until repaired. All mounted Systems and Modules remain Intact. Your Pilot is reduced to 0 HP unless they have some means to escape the Mech. |
6-10 | Module Destruction: A Module mounted on your Mech is destroyed. This is chosen by the Mediator or at random. Your Mech Chassis is damaged and inoperable until repaired. Your Pilot is unharmed. |
2-5 | System Destruction: A System mounted on your Mech is destroyed. This is chosen by the Mediator or at random. Your Mech Chassis is damaged and inoperable until repaired. Your Pilot is unharmed. |
1 | Catastrophic Damage: The Mech, as well as any mounted Systems and Modules as well as all Cargo, is destroyed. Your Pilot dies unless they have a means to escape the Mech. |
Restoring Mech Structure Points
The primary means to restore the Structure Points of a Mech is to place it inside a Mech Bay and have it repaired during Downtime. Over a period of one week of Downtime, the Structure Points of the Mech are fully restored.
All Mechs and Pilots can use the Patch Up Ability to restore Mech SP (see p. 249). There are also other abilities gained from Systems, Modules, the Mech Chassis, and Pilot Abilities which can restore Mech SP. For example, the Welding Laser System (see p. 172) or the Engineer's Mass Field Repair Ability (see p. 29).
Repairing Mech Chassis, Systems, and Modules
A damaged Mech Chassis is inoperable and cannot be piloted. A damaged System or Module cannot be used.
Damaged Mech Chassis, Systems, and Modules are repaired in a Mech Bay during Downtime. This requires a Mech Bay of the Tech Level equal to or greater than the Mech Chassis, System, or Module. For example, a Tech 3 Mech Bay can repair any Tech 1, 2, or 3 Mech Chassis, Systems, and Modules. Your Union Crawler has a Mech Bay installed with a Tech Level equal to the Union Crawler itself. For example, a Tech 2 Union Crawler has a Tech 2 Mech Bay.
Damaged Mech Chassis, Systems, and Modules as well as Vehicles can also be repaired using the Repair Ability which all Pilots and Mechs have access to (see p. 248).
Certain Systems and Modules as well as Pilot and Chassis Abilities may also allow you to repair damaged Mech Chassis, Systems, and Modules as well as vehicles. For example, the Welding Laser System (see p. 170) or the Engineer's Mass Field Repair Ability (see p. 29).
If a Mech Chassis is repaired in the field, it is operational with 1 SP and half its EP, or whatever EP it had remaining.
If it is repaired in a Mech Bay during Downtime it is restored to its full SP and EP. Its Systems and Modules are also operational, unless they were specifically either damaged or destroyed. If they were damaged, they must be repaired separately. If they were destroyed then there is no way to repair or even salvage them.
Destroyed Mechs, Systems, and Modules
A destroyed Mech Chassis, System, or Module is unusable, unrepairable, and unsalvageable. If something is destroyed it has entirely burned out, turned to ash, has been vaporised, or is so ruined that even a salvager cannot make use of it.
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Pilot Damage
When a Pilot is successfully hit by an attack, reduce their Hit Points by the damage of the weapon. For example, if a Pilot on 10 HP is hit by a Pistol which deals 2 HP damage, reduce their Hit Points from 10 to 8.
If a Pilot reaches 0 HP, roll on the Critical Injury Table to determine what happens to them. They can suffer injuries, be knocked out, or even die. A Pilot's Hit Points can only be reduced to 0 HP and never go into negative values.
If a Pilot is hit by a weapon that deals SP damage, such as a Red Laser, they take 2× that damage. Weapon entries denote whether they do SP or HP damage in their profile.
Critical Injury Table
This table determines what happens to your Pilot when they are reduced to 0 Hit Points or suffer a severe injury during play.
ROLL THE DIE:
| Roll | Result |
|---|---|
20 | Miraculous Survival: You survive against the odds. You have 1 HP, remain conscious and can act normally. |
11-19 | Unconscious: You are stable at 0 HP, but unconscious and cannot move or take actions until you gain at least 1 HP. You will regain consciousness naturally in 1 hour and get back up with 1 HP. |
6-10 | Minor Injury: You suffer a Minor Injury such as a sprain, burns, or minor concussion. Your Max HP is reduced by 1 until healed in a Tech 3-4 Med Bay. In addition, you are Unconscious. Apply the result of 11-19. |
2-5 | Major Injury: You suffer a Major Injury such as permanent scarring, broken ribs, or internal injuries. Your Max HP is reduced by 2 until healed in a Tech 5-6 Med Bay. In addition, you are Unconscious. Apply the result of 11-19. |
1 | Fatal Injury: Your Pilot suffers a fatal injury and dies. |
Injuries
You can have multiple Minor and Major Injuries.
If your Max HP is ever reduced to 0 your Pilot dies.
The Mediator may add additional consequences to any Minor and Major Injuries you suffer as fits the narrative and situation.
Restoring Pilot Health and Mending Injuries
A Pilot fully heals all of their Hit Points during Downtime as long as they have access to a Tech 1-2 Med Bay or higher.
All Minor Injuries heal during Downtime as long as a Pilot has access to a Tech 3-4 Med Bay or higher.
All Major Injuries heal during Downtime as long as a Pilot has access to a Tech 5-6 Med Bay or higher.
Hit Points can be restored in the field via Pilot Equipment, such as a First Aid Kit or Healing Bio-Foam. Some Pilot Abilities may also restore HP.
If a Pilot is reduced to 0 Hit Points and then healed with a healing item or Ability, they are brought to consciousness and their health is restored by that amount. For example, a Pilot on 0 HP who is healed 3 HP via a First Aid Kit regains consciousness and is on 3 Hit Points.
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Salvage Condition
Each piece of salvage in the wastelands has a certain Condition which determines its usability and salvageability. All Pilots are able to quickly and easily tell the Condition of a piece of salvage upon a cursory inspection. This Condition is decided by the Mediator, with most salvage being assumed damaged.
Intact
The Mech Chassis, System, or Module is fully Intact and in working order. It is incredibly rare to find Intact items in the wasteland.
Damaged
The Mech Chassis, System, or Module is damaged. It is inoperable until repaired and cannot be used. It is assumed by default that all Mech Chassis, Systems, and Modules found in the wastelands are in this state.
The Patch Up and Repair Ability (see p. 249), as well as certain other Abilities, Systems, and Modules can be used to repair anything damaged in the field.
When you return to your Union Crawler, all damaged Mech Chassis, Systems, and Modules of a Tech Level equal to or lower than the Union Crawler are repaired to Intact during Downtime.
Destroyed
A destroyed Mech Chassis, System, or Module is rendered entirely unusable and irreparable. It also cannot be salvaged from or scrapped.
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Salvaging
Area Salvage
Area Salvaging represents scouring a large area for valuable salvage. This is typically a point on the Region Map within Campaign Mode. It includes areas such as factories, cargo hangers, bunkers, and abandoned settlements. The area must be free and safe from hostiles before Area Salvaging can be performed. Area Salvaging assumes the area being salvaged is demolished as salvagers tear it apart for scrap.
Not all places can be area salvaged, and it is up to the Mediator to decide if an area can or cannot be salvaged in this way. For example, an abandoned highway with only burned out Mechs may have no usable salvage to find. An area that can be Area Salvaged has two values.
Tech Level
This is the Tech Level of salvage in the area. This value is set by the Mediator as appropriate to the area.
Supply
This is the number of times an area can be area salvaged by a Mech or Pilot. By default this number is 5. Each time a Pilot rolls to Area Salvage, reduce the Supply by 1. When the value is 0, the area cannot be Area Salvaged anymore. The Mediator can change this number as appropriate, with some areas having more or less supply. For example, a sheet metal factory may have a high supply of 8, but a low Tech Level of 1, whereas an abandoned research laboratory may have a low supply of 2, but a high Tech Level of 4.
The Area Salvage Ability on p. 248 allows a Pilot to Area Salvage.
Salvaging a Mech
The Mech Salvage Ability (see p. 248) is intended to emulate the salvager picking through the carcass of a Mech in the wasteland to find the best salvageable parts. It is more a test of luck to see what is available rather than reflective of the salvager's skill. The intent of the roll is that through play salvagers will encounter dozens of Mechs and being able to easily salvage every part would become overwhelming quickly, so instead the roll typically narrows choice so salvagers can pick one part they want. Everything else is considered destroyed.
Salvaging a Non-Mech
There are some foes you may encounter in the game, such as Drones, Vehicles, and the likes of Bio-Titans.
These can be scrapped for the Salvage Value in Scrap of their Tech Level. Follow the same rules as the Scrap Ability.
Some of these may have a limited number of Systems or Modules mounted on them, which you can salvage as an individual System or Module. They are typically in Damaged Condition. The Systems and Modules you can salvage from a non-Mech are up to the Mediator to decide.
Cargo Capacity
A Mech's Cargo Capacity is split into Slots. By default Mechs have 6 Cargo Slots. This represents an abstracted mixture of internal and external storage, the latter being a case of the Scrap or salvage being strapped to the Mech.
Mechs can increase their Cargo Capacity beyond this by installing Systems such as Cargo Bays, and via unique Chassis Abilities.
Each individual piece of Scrap takes up one Cargo Slot.
A Mech Chassis, System, or Module takes up a number of Slots equal to its Salvage Value. For example, a Red Laser System has a Salvage Value of 3 so takes up 3 Cargo Slots.
A Mech that has Systems and Modules mounted on it takes up a number of Slots equal to the combined value of its Systems, Modules, and Chassis Salvage Values. For example, a Tech 2 Mirrorball Mech has a Salvage Value of 10. A Mech with 10 Cargo Slots could carry the Mirrorball, and it would take up all of its Slots. A Mech with only 6 Slots could not carry the Mirrorball.
If a Mech does not have enough Cargo Capacity for this, it cannot carry the entire Mech Chassis, System, or Module.
A Chassis, System, or Module can be scrapped as per the Scrap action to split it into individual pieces of scrap which can then be split up and carried amongst different Mechs and Pilots.
Guide
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Tough Choices
A Tough Choice is a decision between two undesirable options that are both some sort of Setback.
Default Rules
In Combat
By default in combat, if you are having trouble thinking of something, just say that the player or NPC deals half damage on an attack or takes 2 SP or 2 HP damage in order to succeed at their intended action.
Out of Combat
Out of combat their action succeeds, but they gain 2 Heat. This should cover most situations.
Alternative Tough Choices
In addition, consider the following as alternatives:
-You hit, but damage a System or Module on your Mech.
-You deal half damage or hurt yourself.
-You hit, but an enemy gets a free attack against you.
-You hit, but activate the downside of your weapon.
-You hit, but gain additional Heat.
-You succeed in your task, but must expend additional EP.
-You hit, but must make a Heat Check.
-You betray a friend or make an enemy.
-Save a wastelander from dying or get to a destination faster.
-Save one wastelander from death, but not the other.
-You salvage something powerful, but activate its downside.
Creative Actions
A Tough Choice can also be posed to a player if they want their Pilot to do something that the rules do not cover or allow them to do.
For example, a Pilot might want to try to use their Hydraulic Crusher to crush the Green Laser System another Mech is holding. There is no direct rule for this and normally you would need a Pin Point Targeter Module to make such an attack, but you pose the following Tough Choice to the player: Their Mech gets to make the attack, but suffers an attack in return or damages the Hydraulic Crusher in the process. Rule what makes sense in the situation and fits your game.
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Map Movement
Campaign Mode in Salvage Union involves exploring the wastes, discovering salvage, and becoming embroiled in the events, people and situations of the wastelands.
The Mediator will present you with a map of the area that you are in within the wasteland. You can move across this at different rates based on your mode of movement.
In addition, each point of the map can be zoomed in on at three different scales, each of which has its own movement level. This lets you have a wide overview of the entire map such as the 'Eastern Wastes', zoom in on an individual region such as 'The Badlands' to explore, and then zoom in even further to explore an individual area within that region such as 'Death Gulch.'
Campaign Map
This is the wide overview of an entire portion of the wastelands.
-A Crawler can move from one of these points to another in a week.
-A Pilot can move from one of these points to another in a week.
-A Mech can move from one of these points to another in a day.
Region Map
This is a zoomed in region of a point on the Campaign Map.
-A Crawler can move from one of these points to another in a day.
-A Pilot can move from one of these points to another in a day.
-A Mech can move from one of these points to another in an hour.
Area Map
This is a zoomed in point of a Region Map.
-A Crawler can move from one of these points to another in an hour.
-A Pilot can move from one of these points to another in an hour.
-A Mech can move from one of these points to another in 10 minutes.
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